New Rule: Secure Treaties
Hello Everyone, its come to my attention -- that sometimes people have complained in past campaigns about treaties validation.
These treaties include alliances, cease-fires, peace treaties, War pacts, city trades, special requests.. ect.
Often the problem arises, when two parties make an arrangement, and one party fails to follow through. often taking advantage of the victims trust for their own personal gain.
Here are a few examples of past situations:
-- Player A and Player B agree one a ceasefire, Player A uses the Player B's trust to get himself in a better situation and continues his attack.
-- Player A agrees to give money to Player B to persuade Player B to does something specific, Player B agrees but fails to deliver on his promise
-- Player A and B agree to be allies to help against an common Enemy, Player A uses the trust to attack Player B
And so on and so forth....
Normally I would say that's part of the game, but...
What I propose is a way to add a little security to the process of makings treaties, and punish malicious players.
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First of all the Secure Treaty is
Completely Optional. -- If you would like to make personal treaties with allies, enemies, friends..etc You still have that option.... But now you have another option the
Secure Treaty.
How does it work?
Secure Treaty is simple, two people agree on a treaty and one of them publicly posts the treaty on a specific thread created for this purpose, the other player confirms on the same thread. Then the Contract is created and enforced.
How Long will the treaty Last?
The treaty will last for a period of no more than 3 turns, after the 3rd turn the treaty will become void. You may still choose to respect the treaty if you like, but if choose after the 3rd turn to break the original treaty, you will not be penalized for it.
What happens if I break the treaty before the 3rd turn?
Then you will be penalized, Don't worry you won't be kicked from the game
, While
Secure Treaty is meant to detour people from breaking a treaty, it isn't meant as a 100% fail-safe option. The penalty will be in the form of cash deduction
-15000 florins for immediate breakage of the treaty (the same turn it was signed) and
-10000 florins if its broken on the 2nd or 3rd turn of the treaty.
Remember, while
Secure treaty might help ensure a more secure form of treaty, its not a 100% fail safe, as people who break it might be fined, if they are rich, this might have little consequence. Still its better than nothing
Secure Treaty sounds stupid, I want no part of it!
If you don't like the sound of
Secure Treaty, then don't use it, inform your allies, enemies that you won't use it and only make treaties with them the normal method. You can break the unsecure treaty's you make at will without being penalized. However, both parties (especially recipient) must realize that if an unsecure treaty is made, and the results is that you are back-stabbed, then no satisfaction will be given and you must live with the consequences. Remember Secure Treaties are totally optional.